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53 lines
1.5 KiB
C++
53 lines
1.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: GC based lobby. Matchmaking assigns players to a lobby
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//
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//=============================================================================
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#ifndef LOBBY_H
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#define LOBBY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "playergroup.h"
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namespace GCSDK
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{
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class CSharedObject;
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class ILobby : public IPlayerGroup
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{
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public:
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virtual ~ILobby() { }
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};
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class CLobbyInvite : public GCSDK::CProtoBufSharedObject<CSOLobbyInvite, k_EProtoObjectLobbyInvite>, public GCSDK::IPlayerGroupInvite
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{
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//This is disabled since people shouldn't create these objects directly and should instead instantiate game specific versions of them
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//DECLARE_CLASS_MEMPOOL( CLobbyInvite );
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public:
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const static int k_nTypeID = k_EProtoObjectLobbyInvite;
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virtual const CSteamID GetSenderID() const { return Obj().sender_id(); }
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virtual PlayerGroupID_t GetGroupID() const { return Obj().group_id(); }
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virtual const char* GetSenderName() const { return Obj().sender_name().c_str(); }
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virtual GCSDK::CSharedObject* GetSharedObject() { return this; }
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#ifdef GC
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// NOTE: These do not dirty fields
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virtual void SetSenderID( const CSteamID &steamID ) { Obj().set_sender_id( steamID.ConvertToUint64() ); }
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virtual void SetGroupID( PlayerGroupID_t nGroupID ) { Obj().set_group_id( nGroupID ); }
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virtual void SetSenderName( const char *szName ) { Obj().set_sender_name( szName ); }
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virtual void YldInitFromPlayerGroup( IPlayerGroup *pPlayerGroup );
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#endif
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};
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}
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#endif
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